PK Skills 2019 - Wilderness Rejuvenation-


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humans Send PM

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Gonna get straight to the point. The purpose of this skill is to rejuvenate wilderness by giving ppl incentives to actively PK, train, and participate in wilderness.

- PK skills will be more of a "pseudo-skill" to complement slayer and wilderness activities (PVM + PK). It will be unlike the other skills.

- PK skills can be trained by killing monsters in the wilderness (higher lvl npc's = more exp), can be stacked with wildy slayer.

- PK skills can be trained by skilling in the wilderness, but at a reduced exp rates.

- PK skills can be trained by killing other players (boosted exp compared to npc kills). Much higher rates than killing wildy NPCs/skilling.

- High PK skills will reduce fatigue rate- this will be helpful for skillers, pvmers, slayers.

- There will be no OP items/gear added to the game, just the skill cape at lvl 99 but it will take a very long time. EXP rates to be determined by developers/RSCR leadership.

- More activities in the wilderness will naturally attract more pkers and ramp up excitement.

- Perks at certain pk lvls:
Examples
1. High PK lvls = reduced fatigue in wilderness, ability to wield special "cosmetic" armor of equivalent stat value (for example, you can wear a different colored rune/addy/iron set but they're the same stats). Can tax a one-time armor recoloring. Different color armor at different tiers. If you die with custom colored armor, you will drop regular rune armor.
2. High PK lvls = ability to wield different colored R2hs. Just pay some guy 50K (server tax) to recolor your R2h - same stats just different designs to show off your PK prestige. Unlimited recoloring after first purchase of the color tier. However, if you die with the custom r2h you will drop a regular r2h.
-> Different color options at different tier lvls.
2. High PK lvls = special PK capes you can purchase for 500K. Each cape has special effect, for example a lvl 99 PK skill cape can give you 20% chance of hitting +5% your max hit.
3. High PK lvls = increased chances of getting a special PK drop (1/1000) or (1/500) depending on your pk lvl. You guys can add whatever special drop you want.
4. More perks to be added.

Addendum:
1. PK skills would have to be coded to bypass fatigue. Since it won't have any effect on combat stats, this shouldn't be an issue
2. Can substitute armour recoloring for special cape designs at different PK skill lvls if coding is too extensive. If you die with the cape you can repurchase it for 1-5K. All items will be the same stat value.
3. Most of these perks, aside from the lvl 99 skillcape do not involve implementing OP weapons or armors, keeping the PK system the same.
4. You get extra PK lvls while being active in the wilderness, which in return will reward you with some incentives. The construct of this skill is to add excitement and incentives to wilderness in order to boost activity.
5. It will not be part of Max Cape/Legends requirements.


Let me know what you guys think. Positive/negative feedbacks - give reason why this is a good or bad idea. If any particular part you like or don't like, leave a comment below.

Last edited by humans (27 Jan 2019 21:53)

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Nyx Send PM

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-1 people pk because they love pking not for crappy cosmetics


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KizL Send PM

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Nyx said:

-1 people pk because they love pking not for crappy cosmetics

Once again that's the hardcore players.  You need beginner type things to bring in new pkers. But you don't understand that at all cause you're a moron.


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Nyx Send PM

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KizL said:

Nyx said:

-1 people pk because they love pking not for crappy cosmetics

Once again that's the hardcore players.  You need beginner type things to bring in new pkers. But you don't understand that at all cause you're a moron.


~K!zL

Where in game r u


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humans Send PM

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The cosmetic armor stuff can be substituted with custom capes if it's too bold of an idea. The purpose is to give people an incentive to actively pk, while not interfering with the combat system or introducing OP weps/armor. If people have a goal to work toward, they'll be more inclined to participate.

Last edited by humans (27 Jan 2019 21:16)

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Nyx Send PM

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humans said:

The cosmetic armor stuff can be substituted with custom capes if it's too bold of an idea. The purpose is to give people an incentive to actively pk, while not interfering with the combat system or introducing OP weps/armor. If people have a goal to work toward, they'll be more inclined to participate.


The thing is you can't get people to Pk who don't like pking, they either want to pk and do or they dont

Last edited by Nyx (27 Jan 2019 21:18)


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humans Send PM

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Nyx said:

humans said:

The cosmetic armor stuff can be substituted with custom capes if it's too bold of an idea. The purpose is to give people an incentive to actively pk, while not interfering with the combat system or introducing OP weps/armor. If people have a goal to work toward, they'll be more inclined to participate.


The thing is you can't get people to Pk who don't like pking, they either want to pk and do or they dont

This is actually more a wilderness skills than PK the more I think about it. People can gain exp while skilling/training on monsters, but at a reduced rate. They still get custom capes and reduced fatigue rates, both of which are incentives that won't affect the PK system.

If people decide to skill and train in the wilderness and take the risks being in the wildy, they will get extra perks from this new skill.

In addition, the pkers will have more people to kill and they will get perks along the way as they level up their PK skill.

It's a win-win for everyone while not introducing any OP stuff (aside from the cape, but that will take a very long time to train). If people amass lvl 99 pk skills, they should get the skill cape perks.

In conclusion, this skill will increase wildy activity while not interfering with the integrity of the wilderness.

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Hungry Game Send PM

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You can add cosmetic stuff for less than 500 kills. Different color helmet from mad zeonk for 50 kills etc free of charge etc. Making this cost another 50k is just making PKers pay even more for PKing. One thing everyone has been asking for is less grind for stats and gear.  As for your other ideas... I honestly dont even understand what youre saying lol


Oprah:

Good call numb nuts, now the wilds more dead than ever. This is why the pkers shouldn't have an opinion. It's a skillers wild, the pkers are followers and always have been. They log in for 30 mins a day and if there isn't any pk it's more like 5 mins. Let the great ideas come from the people who play the game for hours.

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humans Send PM

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Hungry Game said:

You can add cosmetic stuff for less than 500 kills. Different color helmet from mad zeonk for 50 kills etc free of charge etc. Making this cost another 50k is just making PKers pay even more for PKing. One thing everyone has been asking for is less grind for stats and gear.  As for your other ideas... I honestly dont even understand what youre saying lol

Recoloring is optional. Price is one-time fee that can be negotiable. Which part do you not understand? Quote it.

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Hungry Game Send PM

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humans said:

Gonna get straight to the point. The purpose of this skill is to rejuvenate wilderness by giving ppl incentives to actively PK, train, and participate in wilderness.

- PK skills will be more of a "pseudo-skill" to complement slayer and wilderness activities (PVM + PK). It will be unlike the other skills.

- PK skills can be trained by killing monsters in the wilderness (higher lvl npc's = more exp), can be stacked with wildy slayer.

- PK skills can be trained by skilling in the wilderness, but at a reduced exp rates.

- PK skills can be trained by killing other players (boosted exp compared to npc kills). Much higher rates than killing wildy NPCs/skilling.

- High PK skills will reduce fatigue rate- this will be helpful for skillers, pvmers, slayers.

- There will be no OP items/gear added to the game, just the skill cape at lvl 99 but it will take a very long time. EXP rates to be determined by developers/RSCR leadership.


Addendum:
1. PK skills would have to be coded to bypass fatigue. Since it won't have any effect on combat stats, this shouldn't be an issue
2. Can substitute armour recoloring for special cape designs at different PK skill lvls if coding is too extensive. If you die with the cape you can repurchase it for 1-5K. All items will be the same stat value.
3. Most of these perks, aside from the lvl 99 skillcape do not involve implementing OP weapons or armors, keeping the PK system the same.
4. You get extra PK lvls while being active in the wilderness, which in return will reward you with some incentives. The construct of this skill is to add excitement and incentives to wilderness in order to boost activity.
5. It will not be part of Max Cape/Legends requirements.


Let me know what you guys think. Positive/negative feedbacks - give reason why this is a good or bad idea. If any particular part you like or don't like, leave a comment below.

This part. Like what do you want the skill to be? How do you train it? Why do do you train it? How is it appealing?

Last edited by Hungry Game (27 Jan 2019 22:19)


Oprah:

Good call numb nuts, now the wilds more dead than ever. This is why the pkers shouldn't have an opinion. It's a skillers wild, the pkers are followers and always have been. They log in for 30 mins a day and if there isn't any pk it's more like 5 mins. Let the great ideas come from the people who play the game for hours.

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humans Send PM

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Posts: 218

Hungry Game said:

humans said:

Gonna get straight to the point. The purpose of this skill is to rejuvenate wilderness by giving ppl incentives to actively PK, train, and participate in wilderness.

- PK skills will be more of a "pseudo-skill" to complement slayer and wilderness activities (PVM + PK). It will be unlike the other skills.

- PK skills can be trained by killing monsters in the wilderness (higher lvl npc's = more exp), can be stacked with wildy slayer.

- PK skills can be trained by skilling in the wilderness, but at a reduced exp rates.

- PK skills can be trained by killing other players (boosted exp compared to npc kills). Much higher rates than killing wildy NPCs/skilling.

- High PK skills will reduce fatigue rate- this will be helpful for skillers, pvmers, slayers.

- There will be no OP items/gear added to the game, just the skill cape at lvl 99 but it will take a very long time. EXP rates to be determined by developers/RSCR leadership.


Addendum:
1. PK skills would have to be coded to bypass fatigue. Since it won't have any effect on combat stats, this shouldn't be an issue
2. Can substitute armour recoloring for special cape designs at different PK skill lvls if coding is too extensive. If you die with the cape you can repurchase it for 1-5K. All items will be the same stat value.
3. Most of these perks, aside from the lvl 99 skillcape do not involve implementing OP weapons or armors, keeping the PK system the same.
4. You get extra PK lvls while being active in the wilderness, which in return will reward you with some incentives. The construct of this skill is to add excitement and incentives to wilderness in order to boost activity.
5. It will not be part of Max Cape/Legends requirements.


Let me know what you guys think. Positive/negative feedbacks - give reason why this is a good or bad idea. If any particular part you like or don't like, leave a comment below.

This part. Like what do you want the skill to be? How do you train it? Why do do you train it? How is it appealing?

Q: Like what do you want the skill to be?
"- The purpose of this skill is to rejuvenate wilderness by giving ppl incentives to actively PK, train, and participate in wilderness. PK skills will be more of a "pseudo-skill" to complement slayer and wilderness activities (PVM + PK). It will be unlike the other skills."
Q: How do you train it?
"- PK skills can be trained by killing monsters in the wilderness (higher lvl npc's = more exp), can be stacked with wildy slayer.

- PK skills can be trained by skilling in the wilderness, but at a reduced exp rates.

- PK skills can be trained by killing other players (boosted exp compared to npc kills). Much higher rates than killing wildy NPCs/skilling."
Q: Why do you train it? How is it appealing?
"High PK skills will reduce fatigue rate- this will be helpful for skillers, pvmers, slayers."
*Additional cosmetics, possibly armor/wep recoloring, custom skill capes at certain PK lvls.
*PK Skill cape at lvl 99

Anything else you want me to elaborate?

Last edited by humans (27 Jan 2019 22:42)

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Hungry Game Send PM

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Need someone elses opinion. I still dont get it.

Last edited by Hungry Game (28 Jan 2019 01:36)


Oprah:

Good call numb nuts, now the wilds more dead than ever. This is why the pkers shouldn't have an opinion. It's a skillers wild, the pkers are followers and always have been. They log in for 30 mins a day and if there isn't any pk it's more like 5 mins. Let the great ideas come from the people who play the game for hours.

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humans Send PM

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Posts: 218

Hungry Game said:

Need someone elses opinion. I still dont get it.

should have stayed in school

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Jauroo Send PM

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you want more pkers to come back and start? make it easier to get accounts required to pk and the gear, not add pk skills that u gain exp from killing npcs and being able to color change ur 2hs. Literally no fucking pker cares about that kind of shit.

Want more pkers? Have automated events run daily that have supply packages as prizes that include airs,fires,deaths, swordies and such, boost the drops in wildy, add more runes to stores, have some kind of a pker mode account, just like you have ironman and such, but these ''Pker mode'' accounts wouldn't have any effect outside the wilderness, wouldn't be able to level up anything but combat stats and shit. They wouldn't hurt the ''normal'' gameplay and would increase pking, if you're lucky it might even bring back the 40+ pkers who have left and the rest who haven't even bothered to load up the client because how challenging it is to PK.

I wouldn't want to be in the shoes of the staff team, they got a really hard task in front of them to try and evolve Pking, They've tried pretty much everything else besides what the active pkers have suggested though which i don't get but we'll see what they have planned.

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Hungry Game Send PM

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Jauroo said:

you want more pkers to come back and start? make it easier to get accounts required to pk and the gear, not add pk skills that u gain exp from killing npcs and being able to color change ur 2hs. Literally no fucking pker cares about that kind of shit.

Want more pkers? Have automated events run daily that have supply packages as prizes that include airs,fires,deaths, swordies and such, boost the drops in wildy, add more runes to stores, have some kind of a pker mode account, just like you have ironman and such, but these ''Pker mode'' accounts wouldn't have any effect outside the wilderness, wouldn't be able to level up anything but combat stats and shit. They wouldn't hurt the ''normal'' gameplay and would increase pking, if you're lucky it might even bring back the 40+ pkers who have left and the rest who haven't even bothered to load up the client because how challenging it is to PK.

I wouldn't want to be in the shoes of the staff team, they got a really hard task in front of them to try and evolve Pking, They've tried pretty much everything else besides what the active pkers have suggested though which i don't get but we'll see what they have planned.


You know that, I know that, the pkers know that, even the skillers know that. Deep down the staff knows that... if it was a 1 million dollar question they would know the answer. But they are silent and making decisions based on something completely different. Most of the vocal PKers have said that countless of times. The definition of insanity is doing the same thing over and over and expecting different results.


Humans, your idea is to add a skill that no skiller is interested in. Maybe they would feel a need to get a 99 in that skill because well its a skill but thats about it. No pker wants to kill AFKers/1itemers/skillers who dont fight back. Still dont get what is the point of your idea. If anything they could add other cosmetic items before PKing cape but its really irrelevant and staff should use their time on working on something else.


Oprah:

Good call numb nuts, now the wilds more dead than ever. This is why the pkers shouldn't have an opinion. It's a skillers wild, the pkers are followers and always have been. They log in for 30 mins a day and if there isn't any pk it's more like 5 mins. Let the great ideas come from the people who play the game for hours.

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N E 1 P K Send PM

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Hungry Game said:

Jauroo said:

you want more pkers to come back and start? make it easier to get accounts required to pk and the gear, not add pk skills that u gain exp from killing npcs and being able to color change ur 2hs. Literally no fucking pker cares about that kind of shit.

Want more pkers? Have automated events run daily that have supply packages as prizes that include airs,fires,deaths, swordies and such, boost the drops in wildy, add more runes to stores, have some kind of a pker mode account, just like you have ironman and such, but these ''Pker mode'' accounts wouldn't have any effect outside the wilderness, wouldn't be able to level up anything but combat stats and shit. They wouldn't hurt the ''normal'' gameplay and would increase pking, if you're lucky it might even bring back the 40+ pkers who have left and the rest who haven't even bothered to load up the client because how challenging it is to PK.

I wouldn't want to be in the shoes of the staff team, they got a really hard task in front of them to try and evolve Pking, They've tried pretty much everything else besides what the active pkers have suggested though which i don't get but we'll see what they have planned.


You know that, I know that, the pkers know that, even the skillers know that. Deep down the staff knows that... if it was a 1 million dollar question they would know the answer. But they are silent and making decisions based on something completely different. Most of the vocal PKers have said that countless of times. The definition of insanity is doing the same thing over and over and expecting different results.


Humans, your idea is to add a skill that no skiller is interested in. Maybe they would feel a need to get a 99 in that skill because well its a skill but thats about it. No pker wants to kill AFKers/1itemers/skillers who dont fight back. Still dont get what is the point of your idea. If anything they could add other cosmetic items before PKing cape but its really irrelevant and staff should use their time on working on something else.